User:Mikado282/Sandbox/Enclosure

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Revision as of 14:09, 16 March 2025 by Mikado282 (talk | contribs) (Aviary : Gate 03 (Stage One): The three important features of the Service Tunnel; On BLU I keep forgetting about the Back Door.)
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Dead Heat Icon.png tldr : The Enclosure page needs updating to cover big changes and this is the sandbox for that.
In late 2024, AsG_Alligator (the developer) made several changes completely reversing play balance of this map. The Developer's changes focused on the number of chokes and finals that originally gave RED the decided advantage overall. A particular example was the choke for getting the Cart into the Observation Room; RED had two easy, fast, and well protected flanks and a jump flank deep into BLU's rear. The overall changes involved reducing the number of easy RED flanks and increasing easy flanks for BLU at the chokes and finals, particularly requiring RED to make jumps to use most flanks.

Two particular changes made to help RED was the addition of windows and a second exit to the Stage 1 RED Spawn closer to the final ("should be much less shit to play now") and an extra, protected exit direct to the final cap of the Stage 2.

However, the overall intent of making it easy for BLU to cap the points is to give BLU enough advantage to allow the whole map to be played through much more often.

To Do:

  • Pictogram tick.png Dead! Confirmation conversations with developer.
  • Pictogram tick.png Dead! Inventory a collection of User images focusing on the map changes (a few more coming)
  • Pictogram tick.png Dead! Update Stages images to highlight the new advantages to BLU (down-selecting from old and new images).
  • (Started) Reduce the overall number of images in the Stages per the present tag.
  • Update the Trivia images to the confirmed references (using certain of the Trivia images removed from the stages)
  • AFTER all that, determine which images need to be reshot/improved. (already started some)
  • Flag the strategy page for updates as play has greatly changed.
  • Improve accuracy of reporting of mechanics of the Rexxy final hazards
Enclosure
Enclosure main.jpg
Basic Information
Map type: Payload
File name: pl_enclosure_final
Released: October 20, 2017 Patch
(Jungle Inferno Update)
Developer(s): Michał "AsG_Alligator" Byczko
Aeon "Void" Bollig
E-Arkham
PEAR
Stiffy360
Andrew "Dr. Spud" Thompson
Fuzzymellow
Maxime Dupuis
Freyja
Ivan "Crowbar" Sokolov
Map Info
No. of Stages: 3
Environment: Jungle, industrial
Setting: Daylight, sunny
Hazards: Whitewater, Raptors,
Tyrannosaurus rex,
Pitfalls, Crushing
Deep Water: Yes
Bot support: Yes
Map Items
Healthico.png Health Kits: Smallhealth.png ×12  •  Mediumhealth.png ×24
Ammoico.png Ammo Boxes: Smallammo.png ×7   •   Mediumammo.png ×16   •  
Largeammo.png ×10
Map Photos
Loading screen photos.
Map Overview
Enclosure overview.png
Map Stamp
Item icon Map Stamp - Enclosure.png
Supporters Leaderboard
Welcome, to Charles Darling's Triassic Preserve!
The past - today!
Enclosure publicity blurb

Enclosure is a community-created, three-stage Payload map released during the Jungle Inferno Update. The map depicts certain enclosures and facilities of Charles Darling's Triassic Preserve. Mr. Darling's finest exhibits include Pteranodon, Brachiosaurus, Triceratops, Velociraptor, and Tyrannosaurus rex in lush environments. BLU must push through RED's security to blast open the final gate!

A portion of the money made from the sales of the Jungle Inferno Campaign Pass goes to the authors of the map.

Enclosure was contributed to the Steam Workshop.

Triassic Preserve's Dinosaur Enclosures:

Locations

Callouts as BLU pushes the Cart through three stages:

Aviary : Gate 03 (Stage One)

  • Hydro Plant: BLU Spawn
    • BLU may build inside their Spawns, like here inside the Gantry Room & Maintenance Hall.
  • Ramps: Wooden "catwalk" battlements in the open Aviary.
  • Chasm: Separates the exposed BLU left flank route with a Pitfall/White water hazard.
  • Service Tunnel: BLU right flank to Ramps and Observation Room.
    • Front Door: A RED flank on BLU's attack on the RAMPs.
    • Back Door: A BLU flank on RED's defense of the RAMPs.
    • Stairs: BLU's Stairs to BLU's one-way flanks on the Observation Room.
  • Observation Room: Choke and battlements for both teams.
    • Checkpoint A | Aviary : Capture unlocks doors for two more one-way flanks on the Observation Room.
    • Balcony: BLU's high flank on RED's Observation Room choke defense.
  • Final Battlements: RED and BLU battlements covering the track to final.
    • High Hide: One-way gate, Sniper camp, and flank to the Balcony in the Observation Room.
    • Sorting Shed: RED's final battlement.
    • Catwalk: BLU's opposing final battlement.
  • Checkpoint B | Mine Entrance (Final)
That's how it always starts, with BLU Engies building inside Spawn.

It's a birdcage that greets BLU exiting Spawn onto the Ramps!

Security Station : Gate 02 (Stage Two)

  • Amber Mine: BLU Spawn
  • Trail: BLU right flank to Radio Tower & Goldblum Room.
  • Brachiosaurus Enclosure / Security buildings.
  • Checkpoint A | Security Station
    • Security Room: RED forward Spawn / Unlock BLU flank to RED's Corner Shack.
  • Pipeline: Sight break on Wooden Structure.
  • Wooden Structure: Elevated turn and traverse for the track.
    • Radio Tower: Cover for BLU end of Wooden Structure.
    • Corner Shack: Cover for RED end of Wooden Structure.
  • Goldbloom Room: Cover and pick-ups on an outer flank.
  • Engineer Closet/Cubby Hole: Small room right above final RED Spawn.
  • Checkpoint B | Boathouse (Final)
  • Goldbloom Boathouse: RED Spawn

Holding Facility : Gate 01 (Stage Three)

  • Goldbloom Warehouse: BLU first Spawn
  • Raptor Enclosure: Track catwalk over Raptors
    • Hollow Log: BLU left flank
    • Bunker: BLU right flank
  • Checkpoint A | Raptor enclosure : Capture unlocks Gate A
  • Checkpoint B | Loading dock : Capture unlocks forward BLU Spawn & closes Gate A (Crushing)
  • Tyranosaurus Rex Enclosure
    • Duct: BLU right jump flank
    • Shipping and Recieving: BLU left flank and drop down
  • Checkpoint C | T. rex Encounter (Final)
  • Hatchery: RED Spawn

Strategy

Main article: Community Enclosure strategy

Update history

October 20, 2017 Patch #1 (Jungle Inferno Update)
  • Added Enclosure to the game.

October 23, 2017 Patch

  • Fixed various errors related to textures.

November 17, 2017 Patch

  • Fixed a buildable area in BLU spawn for stage 1.
  • Updated materials for foliage props.

May 17, 2018 Patch

  • Fixed players being able to get stuck in closing dropdown door in stage 3.
  • Fixed missing team filter for small resupply room in stage 3.
  • Removed unnecessary env_wind entity messing with env_dustmote entities

June 26, 2018 Patch

  • Updated pl_enclosure_final to fix a displacement hole in stage two.

March 20, 2023 Patch

  • Updated pl_enclosure_final to fix an exploit that allowed players to get out of bounds.

July 12, 2023 Patch #1 (Summer 2023)

July 18, 2024 Patch #1 (Summer 2024 Update)

  • [Stage 1] - Moved A point within the gate building.
  • [Stage 1] - Added stairs for access to the balcony overlooking the final point area.
  • [Stage 1] - Added more cover along the initial aviary area.
  • [Stage 1] - Removed the catwalk connecting the wooden tower with the oneway door and the balcony area.
  • [Stage 1] - Tweaked the layout of the tunnel section.
  • [Stage 1] - Wooden tower is now connected to a new catwalk inside of the gate building.
  • [Stage 1] - Reworked RED spawn so it now has two exit doors.
  • [Stage 2] - RED now has a 2nd spawn exit leading outside along the water to where the airboats are parked.
  • [Stage 2] - Airboats and their dock are now accessible.
  • [Stage 2] - Removed the elevated platform RED had within the building, replaced with a tall piece of cover instead.
  • [Stage 3] - Added a wall and extra stairs on the right side leading up to the catwalk around the raptor pit.
  • [Stage 3] - Added a large cliff narrowing the whole area on the left side of the raptor pit.
  • [Stage 3] - Added an extra entryway on the left side of the final point building and a dropdown to floor level within.
  • [Stage 3] - Added a jumping class vent from next to B point area into the upstairs area of the final point building.
  • [All Stages] - Allowed building inside initial BLU spawns.
  • [All Stages] - Visual improvements to a lot of places, a few new assets.

July 25, 2024 Patch #1

  • Fixed a clip wall blocking a dropdown in stage 3.

Changelog

This is the changelog of the map before it was added to the game.
Changelog:

Jul 14 @ 9:28am
>Stage 1

  • Cut down on size of OOB areas in aviary bit, and second half of the stage.
  • Added occluders in several places.

>Stage 2

  • Redesigned last point building of stage 2.
  • Added occluders in several places.

>Stage 3

  • Added occluders in several places.
  • Removed bunker interior from play area.
  • Added sightline blocker to the upper exit from starting building.

>Cut down on static props across all stages.

Jun 29 @ 9:48am
>Overall

  • Replaced borneo assets with E* Arkham's and Pear's foliage models.
  • Hopefully fixed displacement seams popping up here and there.

>Stage 1

  • Added a few pickups in initial area.

>Stage 2

  • Changed water in out of bounds area behind red spawn to 2fort_expensive
  • Fixed lighting on several props.

>Stage 3

  • Changed water behind blu spawnroom to 2fort_expensive
  • Added some detail to the interior of the bunker.
  • Replaced a displacement fallen tree in initial area with a fallen hollow tree model.

May 27 @ 5:15am
>Overall

  • Optimized a number of assets (decreased polycount and added LOD's to some models).
  • Fixed issues with cart getting stuck on rolling back and causing mini* earthquakes when it went up or down a slope.
  • Removed EOTL round start tune.

>Stage 1

  • Slightly increased RED respawntime.

>Stage 3

  • Fixed RED not being able to leave their spawn.

Apr 27 @ 1:20pm
>Stage 1

  • Several visual changes to out of bounds areas in this stage.

>Stage 2

  • Changed the entrance door to security station building.

>Stage 3

  • Changed several out of bounds areas.

>Skybox

  • Added some buildings to the skybox.

>Overall

  • Removed all Mayann pack assets.
  • Replaced all mayann palm trees with ones made by Void and Stiffy (thanks guys).

Apr 20 @ 7:37am
>Stage 1

  • Removed cage crane room route (it is now an out of bounds area).
  • Updated aviary model.
  • Added a new route to second point outdoor area.

>Stage 2

  • Changed initial area to get rid of sniper sightlines into blu spawn exit.
  • Added stairs to the roof of the boathouse.

>Stage 3

  • Several changes to final point area that will hopefully mitigate engie spam issue.

Mar 31 @ 12:18pm

  • Shortened stage 1
  • BLU now spawns in the generator room.
  • Area with the truck is now out of bounds.
  • Added a passage between concrete tunnel and cage unloading room.
  • Moved setupgates to the entrance to the aviary area.

Mar 12 @ 9:29am

  • Removed rock spire from out of bounds area in stage 1, extended unclipped area out to the edge of the waterfall.
  • Added multiple areaportals and hint brushes in all stages to improve performance.
  • Replaced electric fence in stage 3 with a solid wall to split up areas and prevent whole stage from rendering at once.

Mar 10 @ 12:28pm

  • Fixed several func_brushes tied to func_areaportalwindows being solid.

Mar 10 @ 8:30am

  • Changed all displacement rock textures.
  • Fixed multiple displacement seams.
  • Fixed glowing waterfall models.
  • Added missing nobuild area on one of buildings in stage 2.
  • Added occluders to several areas.
  • Replaced brush spawn truck in stage 1 blu spawn with a custom model.

Mar 2 @ 3:34pm

  • Fixed incorrect sun position.
  • Added nobuild zones on rooves in stages 1 and 2.
  • Fixed light leaks in several spots.
  • Toned down the volume of waterfall sounds in aviary soundscapes.

Feb 17 @ 5:52am

  • Added lamps to several darker areas of the map.
  • Replaced brush electric fence pylons with models.
  • Added a building covering rightmost BLU spawn exit from snipers on cliff path in stage 2.
  • Fixed a bunch of props being dynamic instead of static
  • Removed excess teamspawn points and some sprites to cut down on edicts.

Jan 31 @ 8:45am

  • Recompiled the map to fix missing LDR lighting.

Jan 30 @ 7:49am

  • Changed skybox texture and lighting to that of tc_hydro
  • Moved/added/removed some foliage from areas around the map.
  • Fixed a bunch of light sprites not working.

Bugs

Gate rendering bug in Deathcam spectate at final.
  • Rarely, while spectating, the T. rex gate can fail to render.
    • Certain objects on the map may fail to render as well.
  • Sometimes white boxes constantly appear and disappear near the player.

Trivia

  • Sharing an issue that the Jurassic Park film has to a lesser extent, none of the dinosaurs displayed in Triassic Park are from the Triassic Period. Most are Cretaceous dinosaurs, excepting Brachiosaurus making an appearance in the Late Jurassic.
  • "Freeman Airboat Tours" is a reference to Gordon Freeman, the protagonist from the Half-Life series, as well as to the chapter "Water Hazard" from Half-Life 2, which largely consists of driving an airboat.

Gallery

Visual references to Team Fortress 2 culture

Visual references to the Jurassic Park franchise
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